Your Only Move Is HUSTLE

Your Only Move Is HUSTLE

Belmont: Vampire Killer (Amazing Acolades Update!!)
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Update: 16 Jul @ 7:16am

Aimed knives now target opponent's center rather than their feet

Update: 7 Jul @ 4:00am

Fixed skin settings getting mixed up when loading replays.

Fixed particles on downwards plasma/flame whip

made notes related achievement detection less strict

Fixed codex typo

Update: 4 Jul @ 3:06pm

fix for skin unlock bug and style editor+ aura bug

Update: 3 Jul @ 11:15am

Fixed a bug that fake-popped an achivement causing shenanigans.

Update: 1 Jul @ 9:39pm

Fixed issues with camera zoom

Updated allowed list for Flameheart skin.

Second half of Monster Hunter's Compendium added.

Fixed issue in singleplayer that prevented use of Flameheart skin.

Update: 1 Jul @ 11:06am

25 achivements were added

Secret OST added

Ceiling swing overhauled

Other minor things

Complete my achivements lmao


Full notes-
Changes:

Character achievements added! - **Requires Character Codex Mod**
Unlockable rewards for completion.

Original "Yomont" skin is unlockable via achievements.

New Flameheart skin - prize/donation reward

Castlevania theme music unlocked at 100% achievement clear.
- activates via Hustle when at max whip level.
- music can be selected or left on random.

Custom character select font added

Updated notes image to make watch requirements more clear.

Camera effects added to grabs, knee, boosted spin kick, slide kick, hydro lash, Grand Cross and Stopwatch.

Reverie Summon - swing moves much faster with a more horizontal trajectory.
Swing is fully projectile immune, has limited invincibility with initiative.
re-latch using the diagonal up whip can be positioned with DI

Stop Watch now only requires a full hustle to be purchasable with Scavenge.

Whiplash level 3 and 4 on block increased +1 -> +2

Angel Upper reduced upwards momentum, doesn't travel as far
reduced knockback on 2nd hit, but increased DI ratio 05 -> 1.0

Thousand Edge (knife super) no longer free cancellable.
Chip damage reduced by half.

Holy Water heart cost increased 2 -> 3
removed double throw for Holy Water
Slow moving fire lifetime reduced 90f -> 80f
Fast moving fire lifetime heavily reduced 90f -> 40f
fire damage reduced 50 -> 40
removed minimum damage from fire

Fire bolt (spawned from hearts and pages with holy water)
now unparryable.
damage reduced 90(80) -> 80(70) (in combo damage)
removed ground bounce

Angel Upper (Down variant) final hit knockback increased, easier to escape combo with down DI.

Scourge (plasma version) removed negative proration bonus

Whip Strike, Descent, Reverie, proration increase 0 -> 1
Affects Leap.

Danger Knee raw hit proration increased -1 -> 0

Minimum damage removed from all non-plasma attacks.
Minimum damage reduced on plasma attacks


Fixed:
Fixed prediction error with Cross Recall

Update: 16 Feb @ 8:56pm

This update has a freakishly large amount of changes. As such we have collected them into a google doc. Link below.

https://docs.google.com/document/d/1xaisa_h5v6uOJgUx7GzXv4GMTizcjPSzfVny0rPr-D4/edit?usp=sharing

Update: 8 Feb @ 10:36am

Changes
+ Axe projectiles spawn earlier f10 -> f6, earliest hit on f7, do not hit vs grounded while rising
= Axe projectiles have higher gravity and move faster.
- Axe damage in combo reduced 100 -> 70. Still 100 damage on raw hit.
= Whip Crack returns to wait state after back hit is soft blocked
(prevents weird side switching and potential frame kill situations, that usually didn't show up in predictions)

+ Increased overall speed on crosses.

+ Bible pages can pick up items for you.

+ Bible pages (spiral) that touch stationary holy fire (NES Fire) turn into homing fire bolts
+ Moving holy fire variants will consume heart pickups and create homing fire bolts

Fixes
+ Cross can be properly hit out of recall state
+ Cross can no longer be picked up at the position it's hitbox last turned off at.
+ Pull no longer grants movement to burst or hurt states.

= base whip level burst not playing animation
= appearance of "Burst2"

- Damage pass. Reduced most whip damage and minimum damage slightly across the board
Plasma whip damage is considerably reduced, is now only a small raw damage boost over Morning Star, but has increased minimum damage so will suffer less combo scaling.

Update: 6 Dec, 2024 @ 4:34pm

A minor update.

Overall Belmont's base jump has been tweaked to have similar properties/trait to vanilla jump. Not to be confused with changing it's function, it still has 3 jump angles only.

- Full Jump up and back angles can both be caught by grab.

+ Using crouch toggle makes up-jump beat grab.

- Leap Strike no longer avoids grabs.

+ Back-jump penalty reduced from 3f startup increase to 1f

Update: 3 Dec, 2024 @ 9:33am

We are fixing things.


- Removed Guard Break property from Blade Dash.

Just useful enough that we had to design around it but not strong enough that it meaningfully uproots blockstrings being his main gameplan. I consider that a success but consequently it's quickly became not worth it's weight. So it's getting removed.

- Slide no longer available in Brandish stance.

This borders on an oversight/bug fix. Scourge is already a button so you aren't losing much but the GB.

- Light whip given hitlag effect on parry, 3f.
- Brandish toggle recovery on light whip increased 14->15
- Brandish toggle recovery on whip crack increased 15->18

Brandish light whip has been unpunishable for months now. Wtf. Fixed.

+ Danger Knee hitbox active time increased 1f->8.

This was an oversight.

+ Danger Knee has fast fall option in the air with down toggle.

Danger Knee is meant to be the best GB button and now it's kind of the only one. That's probably ok. Hopefully now it's pretty good.


Fixed
Removed slider from Danger Knee ui.

It literally did nothing lmao.